亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關(guān)于我們
? 蟲蟲下載站

?? d3d8types.h

?? directX8.1版本。的頭文件和庫 雖然現(xiàn)在directX9.0版本
?? H
?? 第 1 頁 / 共 5 頁
字號:
    D3DRS_SPECULARENABLE            = 29,   /* TRUE to enable specular */
    D3DRS_ZVISIBLE                  = 30,   /* TRUE to enable z checking */
    D3DRS_FOGCOLOR                  = 34,   /* D3DCOLOR */
    D3DRS_FOGTABLEMODE              = 35,   /* D3DFOGMODE */
    D3DRS_FOGSTART                  = 36,   /* Fog start (for both vertex and pixel fog) */
    D3DRS_FOGEND                    = 37,   /* Fog end      */
    D3DRS_FOGDENSITY                = 38,   /* Fog density  */
    D3DRS_EDGEANTIALIAS             = 40,   /* TRUE to enable edge antialiasing */
    D3DRS_ZBIAS                     = 47,   /* LONG Z bias */
    D3DRS_RANGEFOGENABLE            = 48,   /* Enables range-based fog */
    D3DRS_STENCILENABLE             = 52,   /* BOOL enable/disable stenciling */
    D3DRS_STENCILFAIL               = 53,   /* D3DSTENCILOP to do if stencil test fails */
    D3DRS_STENCILZFAIL              = 54,   /* D3DSTENCILOP to do if stencil test passes and Z test fails */
    D3DRS_STENCILPASS               = 55,   /* D3DSTENCILOP to do if both stencil and Z tests pass */
    D3DRS_STENCILFUNC               = 56,   /* D3DCMPFUNC fn.  Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */
    D3DRS_STENCILREF                = 57,   /* Reference value used in stencil test */
    D3DRS_STENCILMASK               = 58,   /* Mask value used in stencil test */
    D3DRS_STENCILWRITEMASK          = 59,   /* Write mask applied to values written to stencil buffer */
    D3DRS_TEXTUREFACTOR             = 60,   /* D3DCOLOR used for multi-texture blend */
    D3DRS_WRAP0                     = 128,  /* wrap for 1st texture coord. set */
    D3DRS_WRAP1                     = 129,  /* wrap for 2nd texture coord. set */
    D3DRS_WRAP2                     = 130,  /* wrap for 3rd texture coord. set */
    D3DRS_WRAP3                     = 131,  /* wrap for 4th texture coord. set */
    D3DRS_WRAP4                     = 132,  /* wrap for 5th texture coord. set */
    D3DRS_WRAP5                     = 133,  /* wrap for 6th texture coord. set */
    D3DRS_WRAP6                     = 134,  /* wrap for 7th texture coord. set */
    D3DRS_WRAP7                     = 135,  /* wrap for 8th texture coord. set */
    D3DRS_CLIPPING                  = 136,
    D3DRS_LIGHTING                  = 137,
    D3DRS_AMBIENT                   = 139,
    D3DRS_FOGVERTEXMODE             = 140,
    D3DRS_COLORVERTEX               = 141,
    D3DRS_LOCALVIEWER               = 142,
    D3DRS_NORMALIZENORMALS          = 143,
    D3DRS_DIFFUSEMATERIALSOURCE     = 145,
    D3DRS_SPECULARMATERIALSOURCE    = 146,
    D3DRS_AMBIENTMATERIALSOURCE     = 147,
    D3DRS_EMISSIVEMATERIALSOURCE    = 148,
    D3DRS_VERTEXBLEND               = 151,
    D3DRS_CLIPPLANEENABLE           = 152,
    D3DRS_SOFTWAREVERTEXPROCESSING  = 153,
    D3DRS_POINTSIZE                 = 154,   /* float point size */
    D3DRS_POINTSIZE_MIN             = 155,   /* float point size min threshold */
    D3DRS_POINTSPRITEENABLE         = 156,   /* BOOL point texture coord control */
    D3DRS_POINTSCALEENABLE          = 157,   /* BOOL point size scale enable */
    D3DRS_POINTSCALE_A              = 158,   /* float point attenuation A value */
    D3DRS_POINTSCALE_B              = 159,   /* float point attenuation B value */
    D3DRS_POINTSCALE_C              = 160,   /* float point attenuation C value */
    D3DRS_MULTISAMPLEANTIALIAS      = 161,  // BOOL - set to do FSAA with multisample buffer
    D3DRS_MULTISAMPLEMASK           = 162,  // DWORD - per-sample enable/disable
    D3DRS_PATCHEDGESTYLE            = 163,  // Sets whether patch edges will use float style tessellation
    D3DRS_PATCHSEGMENTS             = 164,  // Number of segments per edge when drawing patches
    D3DRS_DEBUGMONITORTOKEN         = 165,  // DEBUG ONLY - token to debug monitor
    D3DRS_POINTSIZE_MAX             = 166,   /* float point size max threshold */
    D3DRS_INDEXEDVERTEXBLENDENABLE  = 167,
    D3DRS_COLORWRITEENABLE          = 168,  // per-channel write enable
    D3DRS_TWEENFACTOR               = 170,   // float tween factor
    D3DRS_BLENDOP                   = 171,   // D3DBLENDOP setting
    D3DRS_POSITIONORDER             = 172,   // NPatch position interpolation order. D3DORDER_LINEAR or D3DORDER_CUBIC (default)
    D3DRS_NORMALORDER               = 173,   // NPatch normal interpolation order. D3DORDER_LINEAR (default) or D3DORDER_QUADRATIC

    D3DRS_FORCE_DWORD               = 0x7fffffff, /* force 32-bit size enum */
} D3DRENDERSTATETYPE;

// Values for material source
typedef enum _D3DMATERIALCOLORSOURCE
{
    D3DMCS_MATERIAL         = 0,            // Color from material is used
    D3DMCS_COLOR1           = 1,            // Diffuse vertex color is used
    D3DMCS_COLOR2           = 2,            // Specular vertex color is used
    D3DMCS_FORCE_DWORD      = 0x7fffffff,   // force 32-bit size enum
} D3DMATERIALCOLORSOURCE;

// Bias to apply to the texture coordinate set to apply a wrap to.
#define D3DRENDERSTATE_WRAPBIAS                 128UL

/* Flags to construct the WRAP render states */
#define D3DWRAP_U   0x00000001L
#define D3DWRAP_V   0x00000002L
#define D3DWRAP_W   0x00000004L

/* Flags to construct the WRAP render states for 1D thru 4D texture coordinates */
#define D3DWRAPCOORD_0   0x00000001L    // same as D3DWRAP_U
#define D3DWRAPCOORD_1   0x00000002L    // same as D3DWRAP_V
#define D3DWRAPCOORD_2   0x00000004L    // same as D3DWRAP_W
#define D3DWRAPCOORD_3   0x00000008L

/* Flags to construct D3DRS_COLORWRITEENABLE */
#define D3DCOLORWRITEENABLE_RED     (1L<<0)
#define D3DCOLORWRITEENABLE_GREEN   (1L<<1)
#define D3DCOLORWRITEENABLE_BLUE    (1L<<2)
#define D3DCOLORWRITEENABLE_ALPHA   (1L<<3)

/*
 * State enumerants for per-stage texture processing.
 */
typedef enum _D3DTEXTURESTAGESTATETYPE
{
    D3DTSS_COLOROP        =  1, /* D3DTEXTUREOP - per-stage blending controls for color channels */
    D3DTSS_COLORARG1      =  2, /* D3DTA_* (texture arg) */
    D3DTSS_COLORARG2      =  3, /* D3DTA_* (texture arg) */
    D3DTSS_ALPHAOP        =  4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */
    D3DTSS_ALPHAARG1      =  5, /* D3DTA_* (texture arg) */
    D3DTSS_ALPHAARG2      =  6, /* D3DTA_* (texture arg) */
    D3DTSS_BUMPENVMAT00   =  7, /* float (bump mapping matrix) */
    D3DTSS_BUMPENVMAT01   =  8, /* float (bump mapping matrix) */
    D3DTSS_BUMPENVMAT10   =  9, /* float (bump mapping matrix) */
    D3DTSS_BUMPENVMAT11   = 10, /* float (bump mapping matrix) */
    D3DTSS_TEXCOORDINDEX  = 11, /* identifies which set of texture coordinates index this texture */
    D3DTSS_ADDRESSU       = 13, /* D3DTEXTUREADDRESS for U coordinate */
    D3DTSS_ADDRESSV       = 14, /* D3DTEXTUREADDRESS for V coordinate */
    D3DTSS_BORDERCOLOR    = 15, /* D3DCOLOR */
    D3DTSS_MAGFILTER      = 16, /* D3DTEXTUREFILTER filter to use for magnification */
    D3DTSS_MINFILTER      = 17, /* D3DTEXTUREFILTER filter to use for minification */
    D3DTSS_MIPFILTER      = 18, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */
    D3DTSS_MIPMAPLODBIAS  = 19, /* float Mipmap LOD bias */
    D3DTSS_MAXMIPLEVEL    = 20, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */
    D3DTSS_MAXANISOTROPY  = 21, /* DWORD maximum anisotropy */
    D3DTSS_BUMPENVLSCALE  = 22, /* float scale for bump map luminance */
    D3DTSS_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */
    D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */
    D3DTSS_ADDRESSW       = 25, /* D3DTEXTUREADDRESS for W coordinate */
    D3DTSS_COLORARG0      = 26, /* D3DTA_* third arg for triadic ops */
    D3DTSS_ALPHAARG0      = 27, /* D3DTA_* third arg for triadic ops */
    D3DTSS_RESULTARG      = 28, /* D3DTA_* arg for result (CURRENT or TEMP) */
    D3DTSS_FORCE_DWORD   = 0x7fffffff, /* force 32-bit size enum */
} D3DTEXTURESTAGESTATETYPE;

// Values, used with D3DTSS_TEXCOORDINDEX, to specify that the vertex data(position
// and normal in the camera space) should be taken as texture coordinates
// Low 16 bits are used to specify texture coordinate index, to take the WRAP mode from
//
#define D3DTSS_TCI_PASSTHRU                             0x00000000
#define D3DTSS_TCI_CAMERASPACENORMAL                    0x00010000
#define D3DTSS_TCI_CAMERASPACEPOSITION                  0x00020000
#define D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR          0x00030000

/*
 * Enumerations for COLOROP and ALPHAOP texture blending operations set in
 * texture processing stage controls in D3DTSS.
 */
typedef enum _D3DTEXTUREOP
{
    // Control
    D3DTOP_DISABLE              = 1,      // disables stage
    D3DTOP_SELECTARG1           = 2,      // the default
    D3DTOP_SELECTARG2           = 3,

    // Modulate
    D3DTOP_MODULATE             = 4,      // multiply args together
    D3DTOP_MODULATE2X           = 5,      // multiply and  1 bit
    D3DTOP_MODULATE4X           = 6,      // multiply and  2 bits

    // Add
    D3DTOP_ADD                  =  7,   // add arguments together
    D3DTOP_ADDSIGNED            =  8,   // add with -0.5 bias
    D3DTOP_ADDSIGNED2X          =  9,   // as above but left  1 bit
    D3DTOP_SUBTRACT             = 10,   // Arg1 - Arg2, with no saturation
    D3DTOP_ADDSMOOTH            = 11,   // add 2 args, subtract product
                                        // Arg1 + Arg2 - Arg1*Arg2
                                        // = Arg1 + (1-Arg1)*Arg2

    // Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
    D3DTOP_BLENDDIFFUSEALPHA    = 12, // iterated alpha
    D3DTOP_BLENDTEXTUREALPHA    = 13, // texture alpha
    D3DTOP_BLENDFACTORALPHA     = 14, // alpha from D3DRS_TEXTUREFACTOR

    // Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
    D3DTOP_BLENDTEXTUREALPHAPM  = 15, // texture alpha
    D3DTOP_BLENDCURRENTALPHA    = 16, // by alpha of current color

    // Specular mapping
    D3DTOP_PREMODULATE            = 17,     // modulate with next texture before use
    D3DTOP_MODULATEALPHA_ADDCOLOR = 18,     // Arg1.RGB + Arg1.A*Arg2.RGB
                                            // COLOROP only
    D3DTOP_MODULATECOLOR_ADDALPHA = 19,     // Arg1.RGB*Arg2.RGB + Arg1.A
                                            // COLOROP only
    D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20,  // (1-Arg1.A)*Arg2.RGB + Arg1.RGB
                                            // COLOROP only
    D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21,  // (1-Arg1.RGB)*Arg2.RGB + Arg1.A
                                            // COLOROP only

    // Bump mapping
    D3DTOP_BUMPENVMAP           = 22, // per pixel env map perturbation
    D3DTOP_BUMPENVMAPLUMINANCE  = 23, // with luminance channel

    // This can do either diffuse or specular bump mapping with correct input.
    // Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B)
    // where each component has been scaled and offset to make it signed.
    // The result is replicated into all four (including alpha) channels.
    // This is a valid COLOROP only.
    D3DTOP_DOTPRODUCT3          = 24,

    // Triadic ops
    D3DTOP_MULTIPLYADD          = 25, // Arg0 + Arg1*Arg2
    D3DTOP_LERP                 = 26, // (Arg0)*Arg1 + (1-Arg0)*Arg2

    D3DTOP_FORCE_DWORD = 0x7fffffff,
} D3DTEXTUREOP;

/*
 * Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG texture blending
 * operations set in texture processing stage controls in D3DRENDERSTATE.
 */
#define D3DTA_SELECTMASK        0x0000000f  // mask for arg selector
#define D3DTA_DIFFUSE           0x00000000  // select diffuse color (read only)
#define D3DTA_CURRENT           0x00000001  // select stage destination register (read/write)
#define D3DTA_TEXTURE           0x00000002  // select texture color (read only)
#define D3DTA_TFACTOR           0x00000003  // select D3DRS_TEXTUREFACTOR (read only)
#define D3DTA_SPECULAR          0x00000004  // select specular color (read only)
#define D3DTA_TEMP              0x00000005  // select temporary register color (read/write)
#define D3DTA_COMPLEMENT        0x00000010  // take 1.0 - x (read modifier)
#define D3DTA_ALPHAREPLICATE    0x00000020  // replicate alpha to color components (read modifier)

//
// Values for D3DTSS_***FILTER texture stage states
//
typedef enum _D3DTEXTUREFILTERTYPE
{
    D3DTEXF_NONE            = 0,    // filtering disabled (valid for mip filter only)
    D3DTEXF_POINT           = 1,    // nearest
    D3DTEXF_LINEAR          = 2,    // linear interpolation
    D3DTEXF_ANISOTROPIC     = 3,    // anisotropic
    D3DTEXF_FLATCUBIC       = 4,    // cubic
    D3DTEXF_GAUSSIANCUBIC   = 5,    // different cubic kernel
    D3DTEXF_FORCE_DWORD     = 0x7fffffff,   // force 32-bit size enum
} D3DTEXTUREFILTERTYPE;

/* Bits for Flags in ProcessVertices call */

#define D3DPV_DONOTCOPYDATA     (1 << 0)

//-------------------------------------------------------------------

// Flexible vertex format bits
//
#define D3DFVF_RESERVED0        0x001
#define D3DFVF_POSITION_MASK    0x00E
#define D3DFVF_XYZ              0x002
#define D3DFVF_XYZRHW           0x004
#define D3DFVF_XYZB1            0x006
#define D3DFVF_XYZB2            0x008
#define D3DFVF_XYZB3            0x00a
#define D3DFVF_XYZB4            0x00c
#define D3DFVF_XYZB5            0x00e

#define D3DFVF_NORMAL           0x010
#define D3DFVF_PSIZE            0x020
#define D3DFVF_DIFFUSE          0x040
#define D3DFVF_SPECULAR         0x080

#define D3DFVF_TEXCOUNT_MASK    0xf00
#define D3DFVF_TEXCOUNT_SHIFT   8
#define D3DFVF_TEX0             0x000
#define D3DFVF_TEX1             0x100
#define D3DFVF_TEX2             0x200
#define D3DFVF_TEX3             0x300
#define D3DFVF_TEX4             0x400
#define D3DFVF_TEX5             0x500
#define D3DFVF_TEX6             0x600
#define D3DFVF_TEX7             0x700
#define D3DFVF_TEX8             0x800

#define D3DFVF_LASTBETA_UBYTE4  0x1000

#define D3DFVF_RESERVED2        0xE000  // 4 reserved bits

//---------------------------------------------------------------------
// Vertex Shaders
//

/*

Vertex Shader Declaration

The declaration portion of a vertex shader defines the static external
interface of the shader.  The information in the declaration includes:

- Assignments of vertex shader input registers to data streams.  These
assignments bind a specific vertex register to a single component within a
vertex stream.  A vertex stream element is identified by a byte offset
within the stream and a type.  The type specifies the arithmetic data type
plus the dimensionality (1, 2, 3, or 4 values).  Stream data which is
less than 4 values are always expanded out to 4 values with zero or more
0.F values and one 1.F value.

- Assignment of vertex shader input registers to implicit data from the
primitive tessellator.  This controls the loading of vertex data which is
not loaded from a stream, but rather is generated during primitive
tessellation prior to the vertex shader.

- Loading data into the constant memory at the time a shader is set as the
current shader.  Each token specifies values for one or more contiguous 4
DWORD constant registers.  This allows the shader to update an arbitrary
subset of the constant memory, overwriting the device state (which
contains the current values of the constant memory).  Note that these
values can be subsequently overwritten (between DrawPrimitive calls)
during the time a shader is bound to a device via the
SetVertexShaderConstant method.


Declaration arrays are single-dimensional arrays of DWORDs composed of
multiple tokens each of which is one or more DWORDs.  The single-DWORD
token value 0xFFFFFFFF is a special token used to indicate the end of the
declaration array.  The single DWORD token value 0x00000000 is a NOP token
with is ignored during the declaration parsing.  Note that 0x00000000 is a
valid value for DWORDs following the first DWORD for multiple word tokens.

[31:29] TokenType
    0x0 - NOP (requires all DWORD bits to be zero)
    0x1 - stream selector
    0x2 - stream data definition (map to vertex input memory)
    0x3 - vertex input memory from tessellator
    0x4 - constant memory from shader
    0x5 - extension
    0x6 - reserved
    0x7 - end-of-array (requires all DWORD bits to be 1)

NOP Token (single DWORD token)
    [31:29] 0x0
    [28:00] 0x0

Stream Selector (single DWORD token)
    [31:29] 0x1
    [28]    indicates whether this is a tessellator stream
    [27:04] 0x0
    [03:00] stream selector (0..15)

Stream Data Definition (single DWORD token)
    Vertex Input Register Load
      [31:29] 0x2
      [28]    0x0
      [27:20] 0x0
      [19:16] type (dimensionality and data type)
      [15:04] 0x0
      [03:00] vertex register address (0..15)

?? 快捷鍵說明

復(fù)制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
国产福利一区在线| 亚洲一区在线免费观看| 成人涩涩免费视频| 一区二区三区四区av| 69久久夜色精品国产69蝌蚪网| 国产日韩三级在线| 欧美日韩国产中文| 国产精品综合av一区二区国产馆| 亚洲欧美日本韩国| 欧美一区日本一区韩国一区| 大美女一区二区三区| 亚洲成人自拍偷拍| 久久久99久久| 欧美区一区二区三区| 粉嫩一区二区三区在线看| 日本sm残虐另类| 亚洲桃色在线一区| 日韩欧美亚洲国产另类 | 日韩美女视频19| 欧美电影一区二区三区| 99久久精品费精品国产一区二区| 久久国产精品露脸对白| 亚洲日本青草视频在线怡红院 | 日本一区二区三级电影在线观看| 91搞黄在线观看| 日韩国产精品久久久久久亚洲| 国产精品久久久久久久午夜片| 欧美丰满一区二区免费视频| aaa亚洲精品| 国产成人午夜片在线观看高清观看| 亚洲小少妇裸体bbw| 欧美韩国日本不卡| 一区二区三区高清不卡| 中文字幕一区二区三区蜜月| 欧美mv日韩mv| 91麻豆精品久久久久蜜臀| 色婷婷综合久久久久中文| 粗大黑人巨茎大战欧美成人| 国内国产精品久久| 免费观看一级欧美片| 午夜精品久久久久久久| 一区二区成人在线视频| 亚洲精品免费电影| 中文字幕日韩精品一区| 国产精品美女久久久久aⅴ国产馆 国产精品美女久久久久av爽李琼 国产精品美女久久久久高潮 | 国产精品国产三级国产普通话99 | 天天操天天干天天综合网| 亚洲蜜桃精久久久久久久| 国产精品视频在线看| 制服丝袜激情欧洲亚洲| 欧美色图激情小说| 欧美三级韩国三级日本一级| 99r精品视频| 99re这里都是精品| 99热99精品| 成人高清免费观看| 久久蜜臀精品av| 国产拍欧美日韩视频二区| 久久综合久久久久88| 久久久久久一级片| 国产欧美一区二区在线观看| 久久噜噜亚洲综合| 26uuu色噜噜精品一区二区| xvideos.蜜桃一区二区| 久久久电影一区二区三区| 国产色爱av资源综合区| 欧美国产激情一区二区三区蜜月| 久久久久久99精品| 中文字幕中文乱码欧美一区二区| 中文字幕亚洲电影| 一区二区三区免费看视频| 亚洲国产精品一区二区www在线| 亚洲视频一区二区在线| 亚洲一区免费视频| 免费看欧美女人艹b| 国产乱子伦视频一区二区三区| 粉嫩aⅴ一区二区三区四区五区| 成人午夜又粗又硬又大| 91视频一区二区| 欧美日韩综合不卡| 日韩欧美色电影| 久久网站热最新地址| 国产精品女主播av| 亚洲韩国一区二区三区| 精品午夜久久福利影院| 暴力调教一区二区三区| 欧美日韩精品电影| 久久综合色综合88| 国产东北露脸精品视频| 99久久婷婷国产综合精品电影| 在线精品视频一区二区三四| 欧美电视剧在线观看完整版| 中文字幕乱码久久午夜不卡 | 欧美剧情电影在线观看完整版免费励志电影 | 日本高清不卡一区| 91麻豆精品国产综合久久久久久| 精品日产卡一卡二卡麻豆| 国产精品福利一区| 日本欧美加勒比视频| 成人av资源站| 日韩精品在线一区二区| 自拍偷自拍亚洲精品播放| 亚洲成a人v欧美综合天堂 | 亚洲国产美女搞黄色| 国产一区二区三区四区在线观看| 久久99久久99| 在线区一区二视频| 久久久精品综合| 丝袜美腿高跟呻吟高潮一区| 日韩1区2区3区| 丁香啪啪综合成人亚洲小说| 欧美日本国产一区| 成人欧美一区二区三区| 久久精品二区亚洲w码| 91在线观看美女| 久久色成人在线| 日韩一区精品视频| 91污在线观看| 欧美激情一区三区| 免费成人结看片| 成人午夜在线免费| 精品国产一区二区在线观看| 亚洲高清免费在线| caoporn国产一区二区| 久久丝袜美腿综合| 麻豆中文一区二区| 欧美日韩成人综合| 亚洲三级小视频| 国产精品自拍三区| 欧美喷水一区二区| 夜夜揉揉日日人人青青一国产精品 | 欧美乱熟臀69xxxxxx| 亚洲日本中文字幕区| 精品国产区一区| 麻豆传媒一区二区三区| 这里只有精品视频在线观看| 亚洲精品一二三| 国产成人8x视频一区二区| 日韩欧美一级精品久久| 日本欧美一区二区三区乱码| 欧美精品一卡二卡| 亚洲国产中文字幕在线视频综合| 在线观看视频91| 午夜精品久久久久久久99水蜜桃| 91精品黄色片免费大全| 美女看a上一区| 国产午夜精品理论片a级大结局 | 国产精品一区二区三区四区| 久久影院午夜论| 99久久精品免费观看| 一区二区高清在线| 91麻豆精品国产91久久久资源速度| 免费成人美女在线观看.| 久久久精品国产99久久精品芒果| 成人av网站大全| 亚洲激情男女视频| 日韩一区二区电影在线| 国产精品99精品久久免费| 中文字幕一区二区三区不卡在线 | 亚洲视频网在线直播| 欧美视频日韩视频在线观看| 青青国产91久久久久久| 久久精品亚洲麻豆av一区二区| 91丨porny丨国产| 视频一区二区三区入口| 国产午夜精品久久久久久久 | 欧美一卡2卡3卡4卡| 国产精品18久久久久久vr| 最新中文字幕一区二区三区 | 色婷婷综合久色| 极品少妇一区二区| 亚洲免费观看高清完整版在线观看| 欧美视频一区二区| 国产精品亚洲一区二区三区在线| 国产精品美女一区二区| 欧美一区二区在线免费播放 | 欧美日韩国产片| 国产美女精品在线| 亚洲国产精品人人做人人爽| 亚洲精品在线观看视频| 在线免费不卡电影| 国产不卡视频一区| 天涯成人国产亚洲精品一区av| 久久久国产精华| 欧美精品欧美精品系列| 成人精品亚洲人成在线| 青青草97国产精品免费观看| 国产亚洲欧美激情| 欧美日韩国产一二三| 99re这里都是精品| 国产精品一区二区三区乱码| 亚洲国产精品麻豆| 成人欧美一区二区三区视频网页| 精品美女被调教视频大全网站| 在线一区二区三区四区五区| 国产精品系列在线观看| 蜜臀av性久久久久蜜臀aⅴ流畅| 亚洲啪啪综合av一区二区三区| 日本欧美一区二区三区| 亚洲一区二区在线播放相泽 |